Digital Amusement Game Development

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The n00b's Make It Go
guide to making a map in minutes.

Currently in the pond:
(dynamically generated)

a_wily_duck.jpg
a_wily_duck2.jpg
a_wily_duck3.jpg
barrettdaniel.doc
cgi
da-net-images
exhibition
gamedev.shtml.bak
gamedev_test.html
images
mapping
maps
quakecon2003
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urban_terror_splat.jpg
wilyduck

Urban Terror - a Quake 3 Total Conversion - www.urbanterror.net
Clan FSK405 - The most generous clan in the community!


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Urban Terrorists
@ the pond!

V3ND3TTA
hey wily :V nice work... whatz'bout a new article?

Gladi8r
I need a Superman 10 step program...

htKbhhbzfhmMs
yHQXsDJDuQdbq

LyPTsIwbda
oeIIOWfYWweDhQQy

Sp33dy

dnchtjbc
JHWtyFNuLPWwTbjH

MaxC.
lol, that's my 64 player server :p

Son
hello mr duck :D nice stories ;)

ShminkyBoy
Cool deal =) Sup duck?

reapersgrin
love your levels wily!

Littlefoot
Eh...what's up, duck?

AceTone
Go Ducky Go!

EZ-TARGET

Longi
Hi from Australia

Tranc3r
WAAAAAAAAAZZZZZZZAAAAAAAA!!

Slideways

hawt dude
i <3 island!

TeamPlayer08
THE 08S HAVE RETURNED. FEAR THE 08S

.:IE:.S1CKMAD3
PROPS ON SUPERMAN

6th| Littlefoot |UR|
'Sup Duck? We need to do lunch again...

keres
wow this site is ancient

Nightcrawl
Btw, add a timestamp to msg's here :)

Nightcrawl
Looking forward to start chewing on temple :)

|fn|Theocracy
to much readinggggggggggg

Timmy
TIMMMAHHHHHHHHH

6th| Littlefoot |UR|
Waddup Duckie?!?!?!

buzi
None

xyster

Senior~Llama

Karib
Your are great wily, i made a 4x4m map :;)

mushroom
duck! where are you?

zimm
I AM ZIMMMMMMMM




05-21-2003
Finally, some new screenshots for your pleasure! Vacation is over, so it's time to start kicking ass again. I went through hint brushes a while ago, but I didn't have any visuals to back up my findings. Basically, hint brushes are there for q3 to optimize drawing what you can and can not see, and guiding bots efficiently. First, take a look at my map before I changed my objects to detail brushes:



This awesome trippy world is what a bot will compute when figuring out where you are, plus q3 has to figure out how to draw the world based on this. As colorful and fun as this happy little world could be, it sucks. So, I went through and cleaned things up by first selecting all brushes in an object, adding func_group to them (just for consistancy), then while still selected, hit control-m to turn the brushes into detail brushes. Hint brushes care about structural brushes (which probably should be walls, floors, etc, big places that cause navigation decisions). Again, for the lowdown on exactly what's going on with hint brushes, I highly recommend reading this page. Now, what does my map look like after creating detail brushes?



Oh ho ho ho!! So much better! That's it for today's pond, if you have feedback, see me at #fsk405 on ETG!



05-17-2003
Ahh it's been a slow week for game dev. I've been on vacation if that's what you'll call it. I have poked back into the ever frustrating GtkRadiant to see if I could figure out why or how the shader bug followed my map from work to home. At this point, applying a shader to a texture results in the texture not being rendered, replaced with the default grey square texture. Another dumb bug to stand in my path. I've also been thinking up different scenerios for a good Urban Terror map. I may just put together the bones of the map, and see how it plays.

Over in GBA dev'ille, I have done little this week, except for talking to my guys about getting together to learn some of the dev tools out there. While things are quiet now, it's time for a breather. I'm looking at my upcoming unemployment, now thinking that even though I'll be getting a sizable severance, I've got to get back into making dough asap, be it a gaming position or not. That's fine though, I'll still have my free time to do my dev work.

If you haven't noticed, the left side of the page has a little app that you can sign your name in. You should do that. Why? It's like peeing on a bush. The other bears will stay away then. :)



05-12-2003
Sup everyone! I picked up a book called Game Design Perspectives by Francois Dominc Laramee (and about two dozen other major contributers) from the bookstore the other night. The strength of the material in this book amazes me. I aspire to be a game developer/producer, but I'm lacking many fundamental ideas. Where this book amazes me is all those necessary fundamental ideas are hit upon and explained. Never did I think I would come across such a gold mine of critical information!!! Of the few chapters I've read so far, I would recommend this book upon a silver platter to anyone who wants to understand real game design.

I received my GBA development kit! It consists of a USB to GBA cable, 128MB flash cartridge, and software. I got it up and running in no time flat. Big props to the hackers who have spent their time building a quality product. I've tested various third party demo games or just demos to see how they work on the GBA. The emulator is dead on, so there was no difference between running a GBA program on either the pc or GBA itself. Currently, for my amusement, I've got a simple image slideshow program on the flashcard now until I put something more useful there. Can you guess how long it took to taint my innocent GBA? :)

Also, I've been asking around about whom may want to join my quest to create GBA games. I have a few friends who are very interested. What appears to be happening is I'm loosely pulling together a team! Optimally, and this is most certainly subject to change, is having 3 coders, 1 art person, 1 sound person, 1 storyboard person+, and 1 game designer/producer. I'd like to add a marketer of some sort in there too, but no money is exchanging hands over this whole project. Maybe substitute marketer with internal/external motivator? =D

I'll be filling the role of the designer/producer, as well as being a coder for now. Depending on what happens, there may be a need for some kind of level designer. I'd like to end up seeing each person's involvement turning into a simple focus on their part, rather than everyone having to dip their hands in the other roles needed. Either way, it's my job to figure out everything first!



05-07-2003
I've spent a good deal of time now looking at GBA programming. The examples I've been working with have been strictly C, so it's been fairly easy to follow along. I used one of the sample programs that displayed a background image and a blinking box, to make a program that can scroll the background in all directions, with wrap-around, plus I added screen-flipping (for smoother screen updates). Then, with some tenaciousness, I built a warping effect kind of like heat bends, still correctly using the wrap-around and scrolling. I ran out of time last night, but I was going to take it a step farther by creating a warp window that I move rather than scroll the whole background.

I'm trying to figure out how to optimize using the hardware because when warping the whole screen, I get like a frame every 2 seconds. On top of that, I couldn't get cos() to work for some reason, so I built a cosine table in perl and referenced it as an array. Lots of things I don't know about programming the GBA yet, but so far so good.



05-05-2003
Whew. Much has happened over the past couple days. First, I've gotten into hint brushes. Here's your tip of the day right off the bat. If you're using gtk 1.2.13, go to plug-ins, and load portal file (.prt). But to do this, you'll have to compile your map first with just BSP, no options (like -vis or -light). Now, if you're like me, you'll either puke or feel like you're on some kind of acid rush when you discover what the bsp did to your map! Hint brushes are there for q3 to optimize drawing what you can and can not see. Otherwise even though you can only see up to a wall, q3 draws EVERYTHING in the map in front of you. Hints also tell bots where to go. For a good tutorial on hint brushes, check this page out, it helped me a lot.

Next, I've been having lots of problems with making my win98 box compile maps correctly. It seems that any texture shader I make causes the map not to show the texture or shader at all. I've been away from my xp box for a couple days, so I will be doing research there to determine what's going on.

A wily duck's pond is not just Urban Terror mapping, as noted by the title "Digital Amusement Game Development". My adrenilin is pumping as I've discovered Game Boy Advance development kits. Because of this, I have ordered a kit and will begin programming for the GBA asap. I will continue to map for Urt/Q3 as well. I am now seriously considering gathering a small team together to create a game/games for the GBA to further game design skills. All this attention requires lots of time, so I will update the pond as much as possible.



05-02-2003
I spent the night reading through the Quake 3 shader manual. While doing this, I also tried adding ambient light to ut_momentum. For some strange reason, on my windows98 machine, I accidentally made my wall texture have a q3map_surfaceLight value of 10000, and then no matter what I tried, I couldn't get Gtk to render the map with any other value! Everything was blindingly overbright. I gave up on this after a while, went home and tried again on my XP machine. Everything appeared to work fine there so I'm not sure what happened.

Then I tried light blending with q3map_lightimage, which worked out like cheesecake. I tweaked around with the surfaceLight on this to see what differences I could make. Then, I looked at the model of my computer. The textures imply a reflection of light, so I put a lightimage on the side texture. There wasn't any real noticable difference, but I can see in the future how I could add extra detail to things.

Just how my mind works, I'm starting to scheme up different kinds of tricks that I could make a shader do. I ran the Doom3 alpha to see what new tricks the future holds. One of the more clever and simple tricks was taking an image of a control room with colored lights and other technical looking things, then using that image as a virtual reflection on the window at the edge of the room. Obviously not hard to do, but interesting though. I'm trying to figure out what I could do to duplicate the metal shader they have. We'll see how that works out. My eye is most certainly on Doom3, as I will make almost an immediate switch to Doom3 mapping when it comes out.

Lastly, since Gtk is always bugging me somehow, I gave Quark a shot. I quickly determined I was not in the mood for another 2 week learning curve. :)



04-30-2003
I vamped up the pond a bit. The old articles can be found in the pond as archives, starting with archive01.shtml. Figured either I throw together some code to do auto-archiving, or get back to mapping. Tonight I get back to mapping since my C++ project is now finished. I may have a mapping update later, or just save it for tomorrow.

In other news, Kag informs me his project is going pretty well too, as he is almost finished with his ferris wheel. It will be interesting to see what he's come up with! In lurking around #urbanmappers, someone brought up this page which appears to have a bountiful source of mapping and design related links.

You should sign your nick on the left if you like the pond!



04-24-2003
Ok, time to switch gears up a bit. I'm going to spend a few days on C++. My guy Mike (Frost) and I are honing our programming skills with a simple text game "punchman2". It's the first successor to the original game I built in QBasic like 10 years ago or something crazy like that. What? Want to see what this "punchman" thing is all about? Take a look into the pond, and you'll find punchman! (look to the left)

Wow, now that you've played that, you'll realize that you now are part of the revolution of PUNCHMAN!! HAHAAAHAHAA!! Wait. No, that doesn't work at all. lol. So, for your 17 seconds of amusement, go grab the .exe and have some fun, you and a friend. You might like it. You might distro it. It won't break your computer, and if it does, your fault. Yeah, good stuff.



04-23-2003
Wow this is a late update! It's already tomorrow! Eh, who cares. ;) Well, I did it! The first beta has been released. With the help of FSK405 Resident, some VIP's got their go at fraggin in my home! No doubt, we had a blast!



My very special guests were FSK405 Resident, SS.KAG*Enforcer*USA, .223|Apoofoof, and FSK405 P.

After some technical difficulties, we were able to get the map up and running. I had made a quick change just before I uploaded the pk3, changing the map name from "momentum.pk3" to "ut_momentum_beta01.pk3". I didn't realize the .arena file relies on the naming convention. The map name in the .arena file must match up to the pk3 file name. A small but significant mistake. I started by showing Resident around my place, then the others joined up. At this point, the first flaw or at least unaccounted for problem occurs - I have 4 spawn points and 5 people joined up. Uh oh! So I kicked it into spec for a while while unspeakable carnage ravaged my livingroom. Someone got the bright idea to drop nades at respawn and dive into the kitchen while everyone else became wallpaper. LOL. I never imagined playing TS in my house, and sniping my computer room from my bedroom was also a weird scene. Then the smoke nades flew, and considering my place isn't big enough for 4 people, things got even more amusing. Overall, a huge success for my very first beta release. =)

Only other problems that popped up was a missing texture, and missing tga file for the minimap. After almost an hour of trashing my place, KAG and I stuck around and played some Rommel. The knockback was a bit tweaked, so we ended up playing it to our advantage. A must-see demo.

Putting the pk3 file together was easy. I used the tutorial at the 6th floor, and it took only a couple minutes if that. One other bit of news, Oswald reports that there will soon be a heaping 32 new skyboxes available for public consumption. This is GREAT news. Not having to build a skybox is one less thing I have to worry about right now. I'd rather be figuring out shaders than trying to create a skybox at this moment.

If anyone wants to check out my first beta, look to your left and reach into the pond.




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